zedorfed66

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Posts posted by zedorfed66


  1. Hiya! Small but important update on this mod. v3.1 switches places between Zhuzhen's 'Corpse Arm' and 'Thunder Roar'. He now learns Thunder Roar at lvl 23 and Corpse Arm at lvl 70. Corpse Arm is now his earth element damage/party heal ability while Thunder Roar regains the wind element and previously Corpse Arm's chance of getting enemy paralyzed. Corpse Arm's paralyze chance was removed with this change. This change also adds variety with Zhuzhen not having same element party damage as Keith at the start of Blue Castle. Keith's 'Bat Dance' remains at same power as in v3.0 so he still has earth and wind option early.

    This change takes effect immediately so there's no need to start over or anything. Have fun!


  2. Hi again NGPlus! I've come up with new version of this mod. v3.0 is very important update as it will make Zhuzhen, Margarete and Keith potent characters in later battles and bosses with the abilities that will damage enemies and heal the party. These abilities are different elements so they will inflict more damage on certain enemies while healing some characters more and some less. I will go more on details below. There are lots of other changes too.

    So details? Here we go!

    ______________________________________________________________

    Zhuzhen:

    'Thunder Roar' - Zhuzhen learns this ability 70 levelled. It will be Zhuzhen's damage/party heal spell. It is Earth element so it will damage Wind element more and Earth less. It heals Halley more and Keith less.

    Margarete:

    'Bazooka' - Margarete learns this ability 68 levelled. It will be Margarete's damage/party heal spell. It is Wind element so it will damage Earth element more and Wind less. It heals Keith more and Halley less.

    Keith:

    'Apsaras' - Keith learns this ability 67 levelled. It will be Keith's damage/party heal spell. It is Water element so it will damage Fire element more and Water less. It heals Zhuzhen more and Margarete less. Ailment removal was taken off from this ability.

    Halley:

    'Healing' - This will be his ultimate single target healing spell that has its' healing power doubled. It is Fire element so it will heal Margarete more and Zhuzhen less.

    Alice:

    'Arc' - Alice learns this ability 63 levelled. It has been changed the way it doesn't heal whole life but partially based on Alice's Int stat. It is Light element so it will heal Dark element more and Light less. The good thing about this ability is that it can't miss since you don't target enemy with it.

    Yuri:

    Amon's 'The End' - I've added party heal to this ability in addition to the damage so Amon will be more usable. This ability remains Almighty so it will damage all enemies and heal everyone the same amount. It has damage increased as well.
    ______________________________________________________________

    Other changes from previous version:

    - Margarete's 'Diving Bomber' is now Almighty attack and it has its' damage decreased.

    - Keith's 'Bat Dance' has its' damage increased and mp requirement doubled. Keith's 'Gift' has its' death success decreased. I forgot to change that in previous version. 

    - Halley's 'Shock Max' has its' damage increased.

    - Yuri's lvl 3 Earth and Water element fusions have their healing power doubled. Seraphic Radiance's 'For Tomorrow' has its' damage and healing increased. Sandalphon's 'Revive' has its' healing power increased

    - I tuned Europe's enemies' magic stat too high so they go down a bit. However their strength goes up. 1.7 x agility was too high in late so it's x 1.5 now. Some dungeons' enemies have higher HP than others though they give more exp and cash. I've taken careful look at exp and cash amounts and they should reflect more on how demanding the battles are.

    ______________________________________________________________

    I hope I didn't forget anything. I will come back with new version if I see something I want to change. I try to make these mods as perfect as possible cause this is my favorite series. I want to thank everyone who give my mods a go, it means a lot to me. See ya!

    • Like 1

  3. I'm sorry for praising this version of the mod so high. I set the values of some late bosses too high and the random encounters in europe have too high magic stat in general. I'm gonna come up with new version of this mod at some point that's gonna be way better. I'm gonna tune the europe enemies strength up and lessen the magic. I'm changing Zhuzhen Margarete and Keith into characters that're able to take on later bosses with Yuri all having their pros and cons with different character combos. I'm doing the testing on final boss right now and I see I had it tuned too high. There will be lots of changes for the better in next version overall.


  4. On 28/08/2023 at 2:01 AM, Star said:

    Hello,

    I've been keeping track of your updates every 2-3 weeks just to see if anything's changed and I saw you were going to start working on SH:FTNW. I was playing with your Grace mod again recently, but gave everyone +2 to each stat with Seal of x via cheats. It made your mod a lot more manageable, and as I kept playing, the increased experience and cash finally kicked in at Roswell. So it's every area/dungeon beforehand that doesn't. Also the Pit Fight was arduous with the hard mod, particularly the fight where you have to defeat the boss using a 32 hit combo while having the enemy airborne. The enemy in question has 70 health instead of 30, so this became a chore.

    The mod was quite fun for the most part after using some cheats to make it more manageable, but it was really stressful racing against the enemy's turns because of how immense their Agility was compared to mine. I ended up giving everyone an extra 3 Agility later (on top of the +2, so +5 in total) via cheats to compensate this, which did help a *little* but not too much. I managed though, and got a decent ways through South America. One boss in particular, though, was literally *impossible* to fight. Kerufe already starts with 2 turns, and she begins by casting Gale on herself, so she's just constantly taking 3-4 turns in between 2 of my turns. I had to play on a vanilla disc just to get past her so I could continue the game.

    My only feedback/critique is that your mod is quite fun, for the most part, but tuning enemies' agility so high, especially in a turn-based game, is an incredibly risky decision in my opinion. When enemies are tanky, hit hard as a truck, and are also going before you *and* much more frequently, it just becomes more frustrating than it is fun. This was also an issue in the first Shadow Hearts, but was a bit more doable. I ended up losing interest in this one from having to spend too many turns in too many fights healing myself and buffing myself instead of just having fun with the fights; battles were incredibly cumbersome and less exciting due to how fast enemies were.

    Whether you are continuing editing this mod or not, I just hope you keep in mind about how much of an extreme difference giving enemies more frequent turns make when they're already made into dangerous threats. If anything, I'd rather they were a little more beefier because magic still one shots most of them.

    Hi and thank you for playing my mod. That old FtNW mod is grindfest and you've probably been constantly lower level than intended. I've seen plenty of problems in the past mod as I've worked on it and are working to make it much better overall. But I've also started working on new version for my updated Shadow Hearts 1 mod. The existing updated mod is great as it is but there are some things I wanna better in it. Most notably giving Zhuzhen, Margarete and Keith group damage / party heal to one of their later abilities to make them actually considerable characters to use in later battles/bosses. What a concept, right?!


  5. Hi yaaas, it's Zed with new version of Imbroglio! This new release (v2.0) is the definitive edition and better than v1.3 in every way. So give it a go! Here's the update summary in a nutshell:

    - Probability of side effects from Fusion and character abilities decreased to 40% of og (etc. instakills and others)

    - Changes to random encounter enemies and bosses, making them better (especially giving them more magic power as the story progresses)

    - Exp and Cash gain is more even now (Up to Zhaoyang village og exp & cash, from Fengtian sewers to Kowloon Fortress 2x, from Kuihai Tower to Blue Castle 4x, from Rouen to Nemeton Monastery 6x. Optional dungeons same 6x, The Float 7x for having a bit more demanding enemies. Last portion of Float is weird so that goes with 5x exp and cash with enemies having less health)

    - Halley's 'Healing' ability gains more healing power. Seraphic Radiance's 'For Tomorrow' more healing and attack power. Sandalphon's 'Revive' healing increased from previous version.

    Good! Now I'll start working on better version of SH:FtnW. It'll take a long time so I'm not sure if and when that's coming out though!!!
     

    • Like 1

  6. Something got me back to check up on things. I thought I should change some stuff with the GFs.

    v7.5 doubles the exp requirement for GF levels. With that change i upped GF HP by a quarter. GF summoning power remains quarter from the og. GF SumMag+% is now og with GF HP+%.

    These changes take effect immediately in game. GF levels get halved with the doubled exp requirement so if your GF happens to be lvl 100 it's now lvl 50 and can be leveled up from there.


  7. Well I was working on new version afterall. And got it finished too! v6.50 is important quality of life update to my Covenant mod. Here's roughly what was changed:

    - Tanky random encounter enemies (the ones that would take 3-4 turns to finish) have gained extra 25 agility, making them formidable monsters that're not simply health sponges anymore. This change makes sense since these enemies take space from 3 squishier enemies.

    - With the change to tank foes The Mutant Apes have gained some stats. It also serves to show the player that these guys are serious. This change takes place after beating Terada and playing through the training lab section.

    - Now dungeons from 'Wine Cellar' to 'Otherworld' give 2x exp, soul and cash and 'Nihonbashi' to 'Vessel' 3x. In previous versions there were some places in between that gave more but that's not the case anymore.

    - Quality of life changes to enemy stats to make them better overall (random encounter enemies and bosses).

    - The recommended level for the Paris Subway Tunnel boss is back to 8. I feel it's better this way to gain more cash to buy some items before the boss.

    - Seals are back! I felt it was a bit rough choice to disable them. However the game balance may be broken if they're farmed and used too much. However it's player's choice entirely.

     

    That's about it. I hope you enjoy this new version people!

    • Like 1

  8. 55 minutes ago, dawnbomb said:

    Im aware, i would still like to chat. I want to know where the tables are, and interview you about your methods. I'm making a tool that might work with shadow hearts, and i'm willing enough to put some time into making shadow hearts tools for you if i can get enough information about the game.

    I'm sorry but it would be too much work for my current situation. I only now realize how little i want to put time into requests like these. I wish you good luck in your projects and good health though.


  9. On 25/03/2023 at 2:09 PM, dawnbomb said:

    @zedorfed66 I would like to ask you some questions about your modding process over discord.
    My discord is Dawnbomb#3408
    Even if your really late to seeing this message, i will still be interested. Hope to hear from you.

    Hey hope you're having a good day. My "modding process" is nothing special. just simple stuff mostly having to do with changing enemy stats tbh. I'm at grassroot level when it comes to modding these games.


  10. 7 hours ago, Nikkolas said:

    So I tried this at least three or four times and it always happened, but if you exit Dollet Tower and go onto the main scree (not the screen with the doors) you will first trigger a random encounter with a solo Galbadia Red soldier/officer, then the next battle will be 2 Geezards and an Anacondaur.  This always happens. This is great because it's the best source of AP and EXP at this point.

    Just to be safe, I always saved, quit the game, reloaded, and then exited the tower again. So it might only happen when you first load up a game but it always worked for me.

    Finally beat Elvoret with a Level 19 Squall, Level 17 Zell and Selphie. About 3 o4 4 or 5 Limits from Squall were needed, though. I think this is a bit too much grinding this early on. Then again, there is always the other version so I dunno.

    Well done on beating Elvoret. Yeah the remastered version has save/load cheese that can of course be used to make things easier to get certain enemies. There are points where u need to grind some but also lots of parts where only 1 or 2 levels are required. It took a bit over 90 hours for me to get to Ultimecia's door fully prepared playing the fixed version. Then again I didn't play any Triple Triad. One thing to note though, the bosses from Lunatic Pandora onwards all have fixed levels even in max level mod so there will be more leveling required if you're lower level before that.


  11. 7 hours ago, Nikkolas said:

    Elvoret at Level 22? I doubt I have to grind all the way up to that but it's pretty gnarly. Especially with Storm Breath which wipes out my entire party unless they're at max HP. Squall is Lv 13, Zell Lv 12, and Selphie Lv 10.

    Don't really have much in the way of Junctions to help right now, either. You don't have to tell me how to win the fight, just curious if some level grindage is mandatory here.

     

     

    Yeah Elvie is lvl 22 cause of the many soldiers u have to kill in Dollet to get the best SeeD rating. Basically you can take him on average level of 19. Bosses can be taken on 80% of their level so for example you are able to beat Brothers 30 levelled even though they're 36. The 80% cause of the game's mechanic of having enemies and bosses either 80% or 120% of your party's average level. I forgot to mention the Revive ability in the change list which now has Mega Phoenix properties. It's now listed there too.


  12. 4 hours ago, Nikkolas said:

     

    I gotcha. I'll keep taht in mind, then. I usually use Rinoa, anyway.

    And I played up through Ifrit on Max so I'll restart with Fixed. I also meant to ask if this requries Triple Tirad grinding? I dunno if you ever played the old Requiem mod but it sure as fuck required A LOT of TT grinding and immediately. So far things seem much more reasonable in your mod.

    You couldn't put the cards to good use even if you grinded early. I changed the GF abilities so Card Mod is learnable by Alexander instead of Quetzacotl which means u can only start fusing the cards starting from disc 3. You can also beat the game without playing Triple Triad but it also helps in getting useful items and spells. Having that option at disc 3 isn't making anything too easy at that point.


  13. 11 hours ago, Nikkolas said:

     

    I did try it with 7.0 but still got the same error. I checked the file and Read Only isn't checked. 

    If all it changes is Rinoa's Angel Wing, though, and she doesn't get that till end of Disk 3, could I start the mod while this is all being figured out?

    And hey no rush. Thanks for the reply and help and all the effort you put into this.

    EDIT:
    Also which would you say is more of a challenge, Fixed or Max Level version?

    Hey,

    the Angel Wing change can be applied to the dll file at any point and it changes the game mechanics immediately so it's more than fine adding it later. It's actually just a small line change in code that can be applied on the dll with any hex editor tbh. The Fixed version is harder cause u need to be on right levels for the bosses. I also recommend playing on that cause that's the version i tested the game on. Max level version hasnt been tested yet but it should be fine as well.


  14. On 13/03/2023 at 5:02 PM, Nikkolas said:

    So I finally saw he instructions in the OP...but now I'm getting this error mesage when I try to follow them:

    C8T2h9D.png

     

    The Main Patch says it was applied successfully but I've tried this multiple times and it always happens.

    Sorry didn't pay close attention to your message. You're right. I just tested and the EFIGS file indeed does not patch. Thanks for bringing this to my attention. I tried the 7.0 version's EFIG patch and it works though so try patching with that. Make sure to have 'read only' off from the file otherwise it may not work. It's only the 1 change in the EFIG file and it hasn't been changed with the later versions so it shouldn't matter if you patch with the 7.0 version. 


  15. On 13/03/2023 at 5:02 PM, Nikkolas said:

    So I finally saw he instructions in the OP...but now I'm getting this error mesage when I try to follow them:

    C8T2h9D.png

     

    The Main Patch says it was applied successfully but I've tried this multiple times and it always happens.

    Hey sorry for taking so long. that other patch is for the "FFVIII_EFIGS.dll" file u can find in the game folder. Let me know if u get it patched as well. To be honest that file is only to make Rinoa's Angel Wing deal 3x spell damage instead of 5x but it's still what i intended. And thanks for trying out my mod btw!


  16. On 22/02/2023 at 10:51 PM, Star said:

    I definitely am, for the most part, but now I'm stuck on Yamaraja Wind lol. He starts off with 2 turns, I get 2 turns, and he gets another 2 turns, I get a turn, and he gets another 2 turns. I thought I was set after unlocking Heaven's Fiend, but he's having way too many turns way too frequently. I do like that you have to grind a lot more, because before I never had an incentive to grind battles or farm up souls, so it's fun in that sense. But the agility definitely just makes the difficulty overkill with how rng it can play out sometimes, particularly on bosses. :(

    I love the challenge though!!! I'll just have to grind out some more levels it seems. =P I also like how much more valuable Zhuzhen has become with this mod, as well as acupuncture, both of which I had ignored in my previous playthrough. x)

    Also I hope everything in your life is going well!!! I truly appreciate your mods, I love challenges in the games I sink my time into so this is seriously exciting and fun!

    Life is what it is, i try to get through it. I've also put out Final Fantasy VIII hard mod I put a lot of effort into. If you like the game give it a try if you feel like it. Cya!


  17. On 26/02/2023 at 9:29 PM, Star said:

    Has anyone else tried this mod out yet? Been playing through it and although the first dungeon was hard, I managed to complete it. The Grand Canyon was brutal as hell, however... Enemies didn't give enough xp, yet they hit you so hard and always went first. I had to switch back to the normal game because the grinding would've taken too long just to keep up with the enemies and the boss itself, who was doing 70% of Shania's HP easily per turn at level 11.

    Feels like the enemies are a tad bit overturned and the experience granted isn't enough to compensate for this, but it could just be a me problem too. 🤔

    Edit: Just tried running through the same dungeon (Alcatraz) on a vanilla disc. Unless it was intended for the hard mod to not grant increased experience and cash, they're both rewarding the same amount, which makes grinding very tedious and difficult with the Grace mod since the enemies are extremely difficult and the payoff isn't there at all. This mod is just too hard for me in general; it takes away from the fun of the challenge entirely with how frequent enemies are going on top of being more durable and hitting much harder.

    It was more manageable in the first game, albeit frustrating against bosses, but with combos and doubles it just feels oppressive to play against versus standard enemies, bosses and mini-bosses. I find myself reloading way too frequently (especially since there's no increased experience and cash to help me truck through this difficulty). Thanks anyway for making these mods, even if they're not for me. My only complaint is the increase to enemy's agility, it just feels like too much when it could be slightly instead. It was fun in the first game. =)

    I'm sorry about the imperfection of these mods. I wish I had more time for them. I've learned the burden of releasing something unfinished and not being able to finish them. In this mod the exp may be a bit scarce and some other things amiss too. I'm sorry about that.


  18. On 21/02/2023 at 5:49 AM, Star said:

    Just wanted to chime in and say for the most part, I'm enjoying this mod a lot. Just discovered it a few days ago and decided to replay the game despite beating it last year. The only thing I really don't like is the increase to enemy's agility. Makes some fights completely rng and out of your control, which just takes away from the excitement of the challenge and makes for a much more frustrating experience instead imo. On the Beast Dog right now, and just had him use Fire Breath twice in succession, back to back, wiping out my party entirely.

    Gonna keep at it however, and just wanted to let you know I've been enjoying this mod for the most part anyway. Thank you so much for this. :)

    heya hows it going. im sorry about not being able to work on these mods the same way as before. this mod is pretty good but it still has some faults that i acknowledge. im still putting time into modding but it's not as much as before. i'm currently working on bettering my covenant mod but yeah i really dunno if it's ever coming out since it's coming together so slowly. basically in this 1st Shadow Hearts it's best for bosses to get a turn after 2 player character turns. that way also their evasion is right on point (enemy evasion goes hand in hand with agility stat). idk if it's always like that in this version but i also see some other faults i may never be able to correct.

    i hope you're having fun with the mod the way it is now though :)


  19. This is somewhat important announcement from me:

    I'll be getting back to modding after being sucked into the toxic soup that is the popular online games. I'll not be stopping them or anything but I'll be putting at least 1 hour everyday for my modding efforts from now on. It really wakes me up after looking up my mediafire stats. You guys are really downloading my mods. I feel like I have responsibility to perfect them as long as I'm still interested in the games and I still can. Thanks for all the interest you've shown in my creations over the years. I'll start working on my Shadow Hearts 1 improvement mod and then get to SH: FtNW.

    • Like 1